Ratings are based
on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.

Thundachu

Aqua Energy/Magma Energy

Overview: Virtually the same card only with Aqua energy you can
only attach to pokemon with Team Aqua in its name. This card IMO,
comes in handy in numerous situations because of the fact it
provides Darkness energy when Darkness isnt in the set. It
provides 2 energy at a time, so you will be able to attack if you
need Darkness or Water(or Fighting and Darkness, if you're playing
Magma Energy.) The only problem is, it only provides energy. You
won't be able to provide the +10 for the darkness.

Unlimited: Use Darkness instead, if you are playing AM cards in
Unlimited at all. 1/5

Modified: I suppose it can be pretty nice hear to be able to power
up Darkness attacks in the Team Magna/Aqua set, for Houndoom/Houndour
and such and Crawdaunt. 3/5

Draft: 2/5

Sealed Deck: 2/5

Hedge

Aqua/Magma
Energy

This is going to
be a tough review…

These cards are
strictly limited to aqua magma Pokemon, the majority of which
are mediocre. I have to comment on the odd difference of wording
between the two cards, though I was told by a handful of judges
that they have the same effect. I personally wish the extra ten
for Darkness was added to these, making it extra 20. This would
have turned most aqua/magma Pokemon from mediocre to good or
great. Other than that, it could POSSIBLY be used as a sneak
attack in rogue Walrein decks, going for what I call “The Rogue
Effect,” a phrase I picked up playing *cough ‘owning’* people
in unlimited that designated a 1st turn 30 dmg to
destroy babies, usually delivered from Tyrogue. Obv. this is
possible with this, Walrein, and an Archie all on the first
turn. =/ As for the Magma version, well, meh. Zangoose? When
Wigglytuff ex comes out, have fun. =)

Magma

Modified: 2/5

Draft:
4.8192670437591/5 XD

Unlimited:
.827364/5
DCE Obv. =/

Aqua

Modified: 3/5

Draft: 4.9/5
XD

Unlimited: ˝/5
=/ ANY water in unlim<Blastoise

^^^^ The
Bottom Line.

~Hedge

Bullados

Aqua/Magma Energy

Advantages:
2 energy attachment per turn. This is a major thing because it can
help you get around the 1 energy per turn restriction.
Can provide 2 different type of energy. Similar effect to Double
Rainbow, but more restricted. It all depends on what you want to
do with the deck.

Disadvantages:
Can only be used on TA/TM Pokemon. This severely limits its use,
as many of the TATM Pokemon aren't really all that powerful. This
could make some of them usable, but not really for most of them.
Discarded at the end of the turn. WHY?!?!?!?!? This card would
make TATM decks absolutely amazing, almost on par with Gardy and
BAR, if this energy card would stay around for longer than 1 turn.
As it is, it's a slightly underpowered Boost energy, and I don't
really like that.

Ratings:

Unlimited:
Useless, just like all the TATM Pokemon. It can't provide anything
to something that's useful, and it's only useful to cards that are
useless. For this reason, I give it a 1.125/5

Modified:
Meh, not much better. The only TATM decks out there that are
contendable are Walrein and Aggron, and those could do without
this thing. It's decent, but only for a select deck, and only at
select times. 2.5/5

Limited:
Meh, not much better. Even though there are TATM cards that are
useful in this format (they have to be, they're the focus of the
set), you need perminant energy placement, not temporary. Also,
the way the packs are set up, you have very little chance of
actually matching your Pokemon with your energy. It could be good,
but odds are it won't be. 2.5/5

Otaku

Name:
Magma Energy

Set/Card#:
Team Magma Vs Team Aqua

Type:
Energy

Subtype:
Special Energy

Text:
Magma
Energy can be attached only to a Pokémon with Team Magma in
its name. Aqua Energy provides (F) and/or (D) Energy but
provides 2 Energy at a time. (Doesn’t count as a Basic
Energy card when not in play and has no effect other than
providing Energy.) At the end of your turn, discard
Magma Energy.

Name:
Aqua Energy

Set/Card#:
Team Magma Vs Team Aqua, #86/95

Type:
Energy

Subtype:
Special Energy

Text:
Aqua
Energy can be attached only to a Pokémon with Team Aqua in
its name. Aqua Energy provides (W) and (D) Energy but
provides 2 Energy at a time. (Doesn’t count as a Basic
Energy card when not in play and has no effect other than
providing Energy.) At the end of your turn, discard
Aqua Energy.

Attributes:
Hmm, I suppose these could have been Trainers, maybe Pokémon
Tools that would be discarded at the end of the turn and
allow’d you to treat the
appropriate Energy on the appropriate Team’s Pokémon as…
bah, forget it: I can’t really justify this section
today. XD

Abilities:
Well these are one of the hand full
of Energy cards that… erm… exist
really: despite the growing age of the TCG, there are still
relative few kinds of Energy, at least when compared with
Trainers and Pokémon. Making them even more special, they are
one of the few Energy cards that provide
more than one Energy at a time. Specifically, Team
Magma Energy provides two Energy.
The Energy can be treated as Fighting, Dark, or one of each.
Team Aqua Energy is the same, except it provides Water/Dark
instead of Fighting/Dark. Both can only be attached to their
Team’s Pokémon, which is understandable, as it would be pretty
sick for Neo Genesis Sneasel in Unlimited, otherwise. A
second restriction is that it is discarded at the end of your
turn. I find these exceptional limitations, since otherwise
they’d be more game breaking than Double Colorless Energy. @_@

Uses/Combinations:
The idea behind them is a Team Magma/Aqua version of Boost
Energy, trading off one Energy
provided to make it dual colored. This is what makes
Arhcie/Maxie more effective: you
can drop the appropriate Pokémon and have
two Energy on it, instantly. Team Magma’s Aggron can
Magma Crush for straight out of the deck for a possible 60,
turn one, for example. Also, remember that since this is
discarded anyway, the “discard Dark Energy” clause for some of
those Team Pokémon attacks, isn’t
as bad is it seemed.

Ratings

Unlimited:
2/5-On the off chance some Team Pokémon
are useable here.

Modified/2-on-2/ TMP:
3/5-Here there are a few more good
Team Pokémon. If something brings that darn chicken’s (Blaziken’s)
decks under control, then the Team Pokémon might stand out
more.

Limited:
4/5-Definitely useful in my book. I judged, so most of this
is observational, but one thing is obvious-it and Double
Rainbow are your only sources for Darkness Energy! A quick
burst of Energy doesn’t hurt even if there were real Darkness
Energy.

Summary

Previous
examples of this were Double Colorless Energy, Miracle Energy,
Boost Energy, and Double Rainbow Energy. While I doubt this
will be as great as either of the “Double” Energies, it seems
to be like Boost-not useful in every deck, but (at least in
Modified) vital for some.

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